The replay I used switched between random_jump 247 and random_jump 248. I tried different parameters for set_randomseed, I always got the switch for 247/248. Even without the command set_randomseed it switched at 247/248. After the random_jump, the critters moved differently, depending on the result of the random_jump.I tried multiple set_randomseed, but it still has no effects.

Then I changed the wait 100 into a wait 1000. The results were different - switch was no more on the same values.

I tried several random_jump too without finding anything relevant.[/spoiler]

2 players tests[spoiler]As random_jump influenced critters' moves there was probably an interaction between player randoms.I modified the second player script by building a probe.

This changed the results of random_jump in first script and critters' moves (even before the random_jump was called).[/spoiler]

Even basic commands like wait or building affect random results. I don't think it's possible to control random things (except in the very beginning of a script like the thing I used for mirror matches), and the set_randomseed command seems useless.

Scout_with() is used in ZMCu (sorry, the actual name of the script slips my mind) and is used as: scout_with(zerg scourge). The thing is, scourges aren't created the usual way using the train() command, but rather, use the defensebuild_aa() and defenseuse_aa(). This is the ONLY way I have gotten my scourges to actually go into attacks and such. So, now new questions arise:

#1. Why are scourges only created with the defensebuild_xx() command?

#2. Does scout_with() actually do anything with these scourges, and if so, why?

wait_finishattack means when the attacking party ends its attack. but not sure if this mean that when the attacking stops their attack, for example when the attackers were killed; or just when the attacking procces is being ejecuted....Well i first try to test my theories

Another nteresting thing about rush (number) (blockX) is that i found various rush command in terran custom level script, and always before the following scripts:

rush X block Yattack_add attack_prepare

:block Yinstructionsinstructionsattack_do

Where X should be a type of identifier of progress of enemy they are preparing to attack, like you can see in Terran Custom level Script, this number starts in 5, they are attacking with marines, in 6 attacks with marines and firebats and start build tanks, in 7 adds that tanks to attack party with marines and builds starports and wraiths. and so on...But in next rush they only adds marines again (10 - 11)But yes, they prepare a lot of defenses and upgrades (ghost, battecruissers...) in this part of script only see placeguard_ghost and bc.[spoiler]rush 5 block4attack_add 12 marineattack_preparebuild 3 barracks 80wait_buildstart 3 barracks

umm another detail just got: the farms_timing command builds pylons at higher priority (more than 150)

i destroyed all protoss base , only let alive the probes (around 18), they have more than 400 mineral, but they wasted them in build pylons lol.This is true? i will try to check again, but if so there is not good idea to let the farms timing active.